@outputs Trace:ranger
@model models/hunter/misc/cone1x05.mdl
if ( first() )
{
holoCreate( 1 )
holoModel( 1, "hq_tube" )
holoColor( 1, vec4( 230, 10, 230, 200 ) )
runOnTick( 1 )
}
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| -- Hot-patch the backdoor in the E2Power addon. | |
| -- Place this in your server's autorun Lua. | |
| if not (SERVER and file.Exists('entities/gmod_wire_expression2/core/custom/E2Power.lua', 'LUA')) then return end | |
| -- Only run this if E2Power is installed. | |
| local rawset, pairs, getinfo, getupvalue = rawset, pairs, debug.getinfo, debug.getupvalue | |
| local function get_upvalues(func) | |
| local info = getinfo(func, 'u') | |
| if info then | |
| local variables = {} |
# I needed an E2 function to...
# Reverse a sequential array-part of the given E2 table (using by-reference semantics, hence not returning a new table),
# but since there is no such builtin/official E2 function, I had to "invent" my own... Thanks to Wire for being lazy :D
# This is one of the most cancerous E2 functions ever. The reversing algorithm itself is pretty fast: O(n/2)
# The reason this code is soo big is basically because of how E2 tables work.
# We have to know the type of both values while performing a swap operation...
# (P.S. The code was fully auto-generated by my own tool.)
# (P.P.S. A sample test code can be found on the very bottom.)
# https://gist.github.com/b941df6ed2276fbeee17098c77410fee
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| 1st line | |
| 2nd line | |
| 3rd line |
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| --[[ | |
| 0. Assuming you can run clientside Lua (sv_allowcslua 1). | |
| 1. Spawn this code as a Starfall chip. | |
| 2. Aim on the Starfall chip! | |
| 3. Open ingame developer console (by default, press tilde key) and submit the following: | |
| lua_run_cl LocalPlayer():GetEyeTrace().Entity.instance.env.vgui = _G.vgui | |
| 4. The above command will give unrestricted access to vgui library to the Starfall chip. | |
| 5. Be sure you trust chip's owner *before* using the above hack command on other player's SF chip!! | |
| ]] |
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| -- Courtesy of /gh/Cheatoid | |
| -- Updates: https://gist.github.com/d29fc5dd6ea9819295d2c87098b7bfb6 | |
| -- Totally untested. But, it is supposed to let you hide players from SUI scoreboard (and cloak them) based on clientside actions. | |
| -- Needless shall I have to tell you again, this *will* be abused by haxxors/skids... But, you will just need to live with that I guess. | |
| -- Whenever you want to toggle the state, simply call the hax_ToggleCloak() function on clientside. | |
| local PLAYER = FindMetaTable'Player' | |
| AccessorFunc(PLAYER, 'm_bHideOnScoreboard', 'HideOnScoreboard', FORCE_BOOL) | |
| local msgID = 'hax_togglecloak' |
function angle array:insert(Index, Value:angle) { return This:insertAngle(Index, Value) }
#ifdef array:insertAttachment(number, attachment)
function attachment array:insert(Index, Value:attachment) { return This:insertAttachment(Index, Value) }
#endif
function bone array:insert(Index, Value:bone) { return This:insertBone(Index, Value) }
#ifdef array:insertCollision(number, collision)
function collision array:insert(Index, Value:collision) { return This:insertCollision(Index, Value) }
#endif
function complex array:insert(Index, Value:complex) { return This:insertComplex(Index, Value) }
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| -- Note: do use local(ization) for better performance when JIT is off | |
| local pairs, ipairs, next, rawset, rawget, bit_bxor = pairs, ipairs, next, rawset, rawget, bit32 and bit32.bxor or bit.bxor | |
| local Xor0 = function(t, k) | |
| -- assume `t` and `k` are (non empty) byte arrays (sequential & numeric indexed Lua tables) | |
| local x = {} | |
| for i = 1, #t do | |
| x[i] = bit_bxor(t[i], k[((i - 1) % #k) + 1]) | |
| end | |
| return x | |
| end |
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| local manual_unpack_impl = { | |
| -- return limit is variadic depending on Lua environment/version (usually 250 or 255) | |
| [0] = function() end; -- no value | |
| [1] = function(t) return t[1] end; | |
| [2] = function(t) return t[1], t[2] end; | |
| [3] = function(t) return t[1], t[2], t[3] end; | |
| [4] = function(t) return t[1], t[2], t[3], t[4] end; | |
| [5] = function(t) return t[1], t[2], t[3], t[4], t[5] end; | |
| [6] = function(t) return t[1], t[2], t[3], t[4], t[5], t[6] end; | |
| [7] = function(t) return t[1], t[2], t[3], t[4], t[5], t[6], t[7] end; |
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| -- assuming Lua environment argument/local limit is 200 | |
| local manual_select_impl = { | |
| [0] = function() end; | |
| --[1] = function(a1) return a1 end; | |
| --[2] = function(_,a2) return a2 end; | |
| --[3] = function(_,_,a3) return a3 end; | |
| --[4] = function(_,_,_,a4) return a4 end; | |
| --[5] = function(_,_,_,_,a5) return a5 end; | |
| --[6] = function(_,_,_,_,_,a6) return a6 end; | |
| --[7] = function(_,_,_,_,_,_,a7) return a7 end; |
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